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From 2008-06-27 to 2008-07-10

2008-07-09

01:49 Revision 66ecf463 (github): Fixed bug in jHexen which prevented clerics from taking damage from their own throwing bombs.
danij
00:00 Revision e346dd8f (github): Replaced jHexen's terraintype stuff with new common, GPL code. I took the opportunity to redesign completely to allow them to work with any type of material (was just flats) and to reduce their memory requirement.
Removed the game-side interpolation of scrolling plane materials in jHexen (as this was interfering with the interpol... danij

2008-07-08

21:09 Revision 25516f56 (github): Minor tweaks to m_ctrl.c to allow me to build with msvc.
danij
21:02 Revision 47c3e5c5 (github): Added some artifact bindings, with item texts read from the Text definitions. The horizontal spacing needs to be adjusted, though, as some of the items are too long currently.
skyjake
21:01 Revision 61b5fefc (github): Added B_BindingsForCommand and B_BindingsForControl to doomsday.def
danij
20:56 Revision ee08a02c (github): Added new source files to the VS8 proj, the Code::Blocks proj and to the vcbuild include lists.
danij
12:24 Revision b902d171 (github): Utilize menu scaling to show menu items at a time.
In Heretic and Hexen, key bindings have a colored background rectangle.
Added some more controls to the menu. Still ...
skyjake
10:48 Revision 6b5122af (github): Replacement for strnstr.
skyjake
01:31 Revision e86da755 (github): Started with the retrofitting of the old controls menu so we can have something functional for Beta 6.
Right now only the current bindings are being shown, and there isn't yet a way to edit them. Also, game-specific bind... skyjake
01:27 Revision 113b1c21 (github): The Doomsday.app bundle was missing the loading1 and 2 pics.
skyjake

2008-07-07

12:36 Revision 64322cda (github): Minor tweak to P_GetNextSector to potentially eliminate an additional call to P_GetPtrp.
danij

2008-07-06

18:30 Revision ad308305 (github): Before hardening the editable map, prune linedefs with neither front not back sidedefs.
danij
03:53 Revision 57380da6 (github): Fixed: BUG #1732097 - 3D Model angle not set after "spawnmobj".
This bug only occurred when smoothed actor rotation was enabled. The reason being that when enabled, the angle of the... danij
03:41 Revision 64b85524 (github): Fixed bug in the conversion of mobj angle/visangle to model yaw which resulted in models always being drawn facing east.
danij

2008-07-05

23:17 Revision f98515d3 (github): Fixed typos in last commit and added missing include for string.h
danij
22:45 Revision d44da598 (github): Do the keyname paramater substitution into the "You need <keyname> to activate this object." strings also.
danij
22:33 Revision a00921bf (github): Fixed: Bug #2001999 - Use sound played when an XG line activation requires a key and the trigger event type is not XLE_USE.
Added (jDoom/jheretic/jDoom64/WolfTC): Paramater substitution of keyname into the various "This object requires <keyn... danij
20:15 Revision 99bc9cad (github): Fixed SIGSEGV in R_GetMaterialByNum on load reported by Yagisan.
danij
00:34 Revision 0596ee2a (github): Worked on ironing out the remaining bugs with the fakeradio shadow poly generation. Next step is to re-introduce the overlap resolution logic.
danij
00:29 Revision 37543f2f (github): Added a sub-pixel offset to the halo/flare origin in GL_CalcLuminace so that they are centered to the middle of the brightest pixel.
danij

2008-07-04

08:46 Revision 829807d1 (github): Added missing include for de_play.h in b_command.c
danij
08:40 Revision fee0995d (github): Seems I forgot to commit my changes to mapdata.hs along with my last bunch of changes.
danij

2008-07-03

22:27 Revision 41c4ab63 (github): Added symbolic events and parameter substitution in event binding commands.
Control doubleclicks are tracked and produce a corresponding symbolic event. A command can be bound to this symbolic ... skyjake
22:22 Revision 7b91a20c (github): Something strange with the Mac Hexen Demo IWAD. Some characters have the high bit set in the first character of the lump names. Maybe it has some significance?
Clearing the bit at least results in a successful startup. skyjake

2008-07-02

23:05 Revision 20b8e218 (github): Continued finishing up the MPE interface; re-instated unused sidedef pruning.
danij
22:48 Revision 2c84c73d (github): Continued finishing up the MPE interface; re-instated unused sector and equivalent vertex merging/pruning.
danij
21:01 Revision 3feae080 (github): Fixed some compilation issues.
In sys_sdl_window.c, there appeared to be a mixup between the win pointer and the idx. skyjake
09:33 Revision 6839eddf (github): Began finishing up the MPE interface, adding additional map error handling etc:
* Re-instated the unused and duplicate vertex pruning.
* Disallow zero length linedefs.
* Disallow linedefs from bein...
danij
09:29 Revision cae5d7ab (github): Added back DD_GAME_EXPORTS as I need it for something I'm tinkering at.
danij

2008-06-30

10:22 Revision 879cfc89 (github): Fixed issue where surfaces with missing materials not being drawn using the "missing" material.
Fixed issue with smooth texture animation not working on segs. danij
10:19 Revision 7ee9a6ec (github): Changed the debug messages in GL_CalcLuminance to only output when verbose.
danij
10:18 Revision 7037bfca (github): Replaced the global var allowMouseMod with a static uiMouseMode in dd_input.c and added I_SetUIMouseMode to change it.
danij

2008-06-29

00:27 Revision 8744a25d (github): Added busy mode task names for saving and map loading.
danij

2008-06-28

22:32 Revision c1f1db3b (github): Added an optional task name parameter to Con_Busy to be shown when displaying the progress bar. Note this should be a simple, high-level explanation of what task is being carried out e.g. "Loading map..."
danij
20:48 Revision 5e399b84 (github): Optimize: Reworked XG_Ticker so that thinking for extended lines and sectors is handled in thinkers rather than iterating every linedef and sector in the map, every frame.
danij
18:37 Revision 1d15884a (github): Generalized the watchedsurfacelist into a reusable surfacelist component for use when there is need to collect surface links for any reason.
Use a surfacelist for decorated world surfaces rather than iterating every world surface when projecting decorations. danij
15:53 Revision c10cce52 (github): Separated the update and projection stages of Rend_InitDecorationsForFrame Next step is do the former only when needed and implement additional logic to reduce surface traversal so that only surfaces with decorations are considered every frame (rather than traversing every linedef and every plane, every frame).
danij
15:48 Revision b8bab3b6 (github): Cleaned up con_busy.c
danij
15:44 Revision 31a3631e (github): Changed most messages in dpmaploader to only output when verbose.
danij

2008-06-27

23:55 Revision 12a7feaf (github): Optimize: Redesigned the way game map objects are managed in the map transfer between map loader and the engine, resulting in a ~16% performance boost in map load times.
danij
18:24 Revision c573054c (github): During the transfer of map data from the map loader plugin, keep track of unique sidedef references in O(n) time using an additional array (replaces previous O(n2) algorithm).
danij
15:18 Revision 14bcd995 (github): Rewrote the texture+flat reference db in dpmaploader using a linear insert sort plus binary search to improve performance.
danij
11:02 Revision 0b0aab70 (github): Cleaned up the material/sprite info structs.
* Removed materialinfo_t->ofTypeID as it is no longer needed publicly.
* Renamed materialinfo_t->matIdx to num.
* Ren...
danij
10:50 Revision b7915dad (github): Completed the transition to unique global material identifiers. Part 9 of 9
danij
10:50 Revision a176b678 (github): Completed the transition to unique global material identifiers. Part 8 of 9
danij
10:49 Revision e7b26a39 (github): Completed the transition to unique global material identifiers. Part 7 of 9
danij
10:48 Revision 0bc6489c (github): Completed the transition to unique global material identifiers. Part 6 of 9
danij
10:48 Revision 1e4ccc5d (github): Completed the transition to unique global material identifiers. Part 5 of 9
danij
10:47 Revision 9f8cb9a1 (github): Completed the transition to unique global material identifiers. Part 4 of 9
danij
10:46 Revision e4bf6626 (github): Completed the transition to unique global material identifiers. Part 3 of 9
danij
10:45 Revision 9cf48eed (github): Completed the transition to unique global material identifiers. Part 2 of 9
danij
10:44 Revision a42579ab (github): Completed the transition to unique global material identifiers. All Textures/Flats/Sprites etc are now interfaced publicly using a continuous range of unique identifiers and internally via the material_t abstract interface.
Part 1 of 9 danij
 

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